693 Commits over 3,623 Days - 0.01cph!
Improved military flamethrower jet line coherence, and collision/bounce behaviour
Large Furnace: Nudged bounce light distance down a tiny fraction to fix a little ground bleed.
Fixed merge fuckery in flare material.
Fixed the 3 flare dispension prefabs. Orientation and de-linkage.
Fixed ember material disconnect in manpad rocket trail.
Force NVG scale 1 and distortion 0 in profile.
wallLight material uses the newish Emission Fresnel in Rust/Standard to emulate a central bulb without transparency.
Tiny normal map adjustment to facilitate it better.
Fixed inverted light cookie.
Merge from heli_flares. (F15 FX update)
Merge from hab_lighting_fx. Hot Air balloon lighting and FX update.
Attackheli gunner camera clarity iteration.
Merge from lighting_test_scene
Brief over-distance battery fire FX prefab file.
Fixed muzzle_smoketrail_vertexlit not using vertex normals properly
Cherrypicked Compound Lighting prefab and Caboose Dressing Static prefab with the candle move and stray bounce light fixes.
Cherrypicked Caboose window fix.
Maybe fixed the new Tuna Can Lantern candle flame being 3 feet tall in the build(???)
Merge from VFX (Hobos, Candles, Tuna Can Light, BBQ, Molotov ground fire now soft blended.)
Added back the missing window plane
Merge from VFX. (Refreshes both Jacko lanterns, Tuna Can Lamps and Skull Fire Pit)
Nudged the campfire main light hue a few degrees towards yellow.
Hapis: Priority InsideTerrain violation fixes.
Use the campfire as a guide mesh for the cursed cauldron like we used to, because of rotational faff.
Fixed/Updated Cursed Cauldron static variant.
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Merge from VFX (Small furnace)
Merge from vfx (Cursed Cauldron)
Fixed a world space orientation issue on the large furnace flames.
Merge from VFX (New Fireplace, Large Furnace, Campfire lighting & FX)
Fixed a ladder volume that had gone AWOL.
Fixed 3 traffic cones that were terrain diving.
Fixed 3 loot boxes that would sometimes spawn kinda janky looking.
Some last minute polish:
A few splat nudges to fix occasional troublesome autospawn here and there
Fixed a sewer entrance where you'd annoyingly get your movement halted by the concrete curb underneath.
Hapis: Fixed that stubborn Site A sewer terrain violation issue once and for all.
Small Hapis bug fixes:
Lake boundary clipping slightly into Oxum subterrain.
Clutter spawns on a few terrain holes.
One missing ladder volume.
Expanded one terrain alpha hole to maybe fix a semi-potato quality issue.
Fixed HapisRoadsSplit not having read/write
Refactored the Hapis road network mesh:
Fixes collisions once and for all. No sinking through anywhere. Smoother driving.
100x better terrain adherence.
Fixed a floating box spawner Jakob found.
Made rock_formation_small read/writable, since a lower LOD mesh inside of it is sometimes used as a colmesh where the dedicated _COL was too inaccurate.
Reinforced fix for gliff gap #16
Hotfixed newly discovered cliff gap #25.
Fixed molotov_w 3rd person model always burning up close up when held.
Pushed LODs on it slightly outward.